The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments - Niels Henze

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The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments - Niels Henze
The Effect of Offset Correction and Cursor on
                Mid-Air Pointing in Real and Virtual Environments

                            Sven Mayer, Valentin Schwind, Robin Schweigert, Niels Henze
                   University of Stuttgart, Stuttgart, Germany, {firstname.lastname}@vis.uni-stuttgart.de

ABSTRACT                                                                                        Beyond today’s comment input devices, resent systems use the
Pointing at remote objects to direct others’ attention is a fun-                                whole body as an input. Here we see mid-air pointing as one
damental human ability. Previous work explored methods for                                      emerging input technique, and others have also been developed
remote pointing to select targets. Absolute pointing techniques                                 out of the early work by Bolt [10]. Plaumann et al. [53]
that cast a ray from the user to a target are affected by humans’                               inspired their investigation of mid-air pointing through smart
limited pointing accuracy. Recent work suggests that accuracy                                   environments such as smart home, while others facilitated
can be improved by compensating systematic offsets between                                      mid-air pointing to interact with large high resolution displays
targets a user aims at and rays cast from the user to the target.                               (LHRDs) [38, 60]. Findings in the domain of LHRDs can also
In this paper, we investigate mid-air pointing in the real world                                be adopted to improve the interaction with public displays, and
and virtual reality. Through a pointing study, we model the                                     other work such as Winkler et al. [61] used mid-air pointing
offsets to improve pointing accuracy and show that being in a                                   to enrich the input space for a personal projector phone. Mid-
virtual environment affects how users point at targets. In the                                  air pointing has been proposed as one possible interaction
second study, we validate the developed model and analyze the                                   technique for virtual content; for instance Argelaguet et al. [3]
effect of compensating systematic offsets. We show that the                                     used mid-air pointing in a CAVE environment, using pointing
provided model can significantly improve pointing accuracy                                      as one collaborative tool to interact within a collaborative
when no cursor is provided. We further show that a cursor                                       virtual environments [62]. Beyond simple mid-air pointing
improves pointing accuracy but also increases the selection                                     actions, a vast number of research projects investigated mid-air
time.                                                                                           gesture sets e.g., [34, 37, 39].

ACM Classification Keywords
                                                                                                Already Bolt’s seminal work [10] demonstrated the potential
                                                                                                of mid-air pointing to select remote targets. A large body of
H.5.m. Information Interfaces and Presentation (e.g. HCI):
                                                                                                work investigated selecting remote physical and virtual targets.
Miscellaneous
                                                                                                Previous work proposed relative and absolute input devices to
Author Keywords                                                                                 enable remote pointing [7, 36, 42]. Early work was typically
Mid-air pointing; ray casting; modeling; offset correction;                                     limited by the accuracy of the tracking technology. Absolute
cursor; virtual environment.                                                                    ray casting techniques enable users to use the same pointing
                                                                                                gestures they use for communicating with other people but
INTRODUCTION                                                                                    require tracking a user’s hands or controllers with high preci-
From early childhood on, humans have used mid-air pointing                                      sion. The recent revival of virtual reality (VR) has increased
to direct others’ attention [8]. Developing the skill to use                                    the need for fast and precise methods to point at objects in
referential gestures has been described as a pivotal change in                                  three dimensions. Current VR devices such as the HTC Vive
infants’ communicative competence and the foundation for                                        and the Oculus Rift are delivered with controllers that enable
engaging in conversations [8, 11]. Consequently, pointing                                       a user to select virtual objects.
plays an important role in human-computer interaction (HCI).                                    Although pointing in three dimensions to communicate with
Today’s graphical user interfaces (GUIs) are essentially built                                  other humans is a fundamental human skill, work in experi-
around the user’s ability to point at objects. Over the last                                    mental Psychology shows that humans’ pointing accuracy is
decades, the effort went into building, evaluating, and refining                                limited [19]. Recent work not only describes systematic errors
pointing methods for GUIs to enable fast and precise input [57].                                when humans point at distant objects but also provides a first
Today the input is mostly limited to mice, touchpads, and                                       step towards modeling the error and compensating for syste-
touchscreens.                                                                                   matic inaccuracies [40]. Mayer et al. [40] asked participants to
Permission to make digital or hard copies of all or part of this work for personal or           point at crosshairs on a projection screen, measured the accu-
classroom use is granted without fee provided that copies are not made or distributed
for profit or commercial advantage and that copies bear this notice and the full citation
                                                                                                racy of different ray casting methods and provided a model to
on the first page. Copyrights for components of this work owned by others than the              compensate the systematic offset for real-world (RW) mid-air
author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or          pointing. While the work by Mayer et al. is promising and the
republish, to post on servers or to redistribute to lists, requires prior specific permission
and/or a fee. Request permissions from permissions@acm.org.                                     authors conclude that they can improve pointing accuracy by
 CHI 2018, April 21–26, 2018, Montreal, QC, Canada                                              37.3%, the achieved accuracy is too low for precise selection,
© 2018 Copyright held by the owner/author(s). Publication rights licensed to ACM.               and the model has not been validated. Furthermore, it remains
ISBN 978-1-4503-5620-6/18/04. . . $15.00
DOI: https://doi.org/10.1145/3173574.3174227
The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments - Niels Henze
unclear if the model can be generalized to other contexts such     Tracking Techniques
as virtual reality and how it compares to a cursor that likely     The user needs to be tracked to enable interaction from a
also improves pointing accuracy.                                   distance. Related work presents two approaches for tracking.
                                                                   Either the user interacts with a controller or the user’s body is
In this paper, we investigate the possible use of freehand mid-
                                                                   tracked by surrounding equipment.
air pointing in the real and virtual environment. Further, we
extend existing correction models and investigate the impact       More and more computerized systems using a controller such
of visual feedback on humans’ pointing performance. The-           as mice, keyboards or 3D input devices (e.g. Zhai et al. [63])
refore, we present two studies that investigate how humans         as the primary interaction device are now hitting the consumer
point at targets in the real and virtual environment. In the       market. In the domain of LHRDs most prototypes use control-
first study, participants pointed at targets inside and outside    lers to overcome the distance between display and user [51].
VR. The results show that participants point differently while     We see the same trend in the game console market. Here even
they are in VR. We argue that this is likely an effect caused      body movement focused game consoles like the Nintendo Wii
by the VR glasses and the limited field of view. Using the         [41], use a controller to recognize the body movement of the
collected data we developed models to compensate systematic        player. Even the latest technical innovation of augmented rea-
offsets, which we validate in a second study. We show that the     lity (AR) glasses, the Microsoft Hololense is shipped with a
developed models can significantly improve pointing accuracy.      controller. Also VR glasses such as the Oculus Rift and the
We further show that a cursor can enhance mid-air pointing         HTC Vive offer a controller for interaction with the VR scene.
accuracy but thereby increases the selection time.                 Third party technologies even provide the ability to track all
                                                                   ten fingers using gloves.
RELATED WORK                                                       In contrast to controller and wearable systems passive systems
Previous work investigating mid-air pointing focused on the        can deliver the same richness of interaction without equipping
influences of psychology and physiology on pointing gestures,      the user. Nickel and Stiefelhagen [49] used RGB cameras
tracking techniques, mid-air ray cast techniques, offset com-      with skin color tracking to approximate the pointing direction.
pensation, and limb visualization in VR. In the following, we      While the LEAP Motion has been adopted to provide finger
discuss these topics.                                              orientation to current VR glasses the overall detectable range
                                                                   is still limited. The limited range is mostly due to stereo vision
                                                                   reconstruction using two infrared cameras. To overcome the
Psychology and Physiology                                          limited tracking possibilities most research prototypes simu-
It has been shown that children in early childhood begin to        late a perfect tracking using six-degree-of-freedom (6DOF)
express themselves with pointing gestures [25]. Pointing is lin-   technologies, also known as motion capture systems. These
ked to learning others’ intentions and has a substantial impact    passive tracking systems have widely been used over the last
on developing a theory of mind [12] as well as in associating      decade, for instance, by Kranstedt et al. [32] or Vogel and
verbal declarations [5]. Kendon [28] differentiates pointing       Balakrishnan [59, 60].
gestures using the index finger, open hand, or thumb. While
thumb and the open hand are used when the object being
indicated is not primary focus or topic of the discourse, the
extended index finger is used when a specific person, object,      Mir-Air Ray Casting Techniques
or location is meant [28]. Pointing requires a fine level of       In the following, we present absolute mid-air pointing ray cas-
dexterity and motor control over intrinsic oscillations of the     ting techniques [60]. Mid-air pointing ray casting techniques
own body (tremor) as a result of involuntary, approximately        can further be classified by the origin of the ray. Argelaguet
rhythmic, and roughly sinusoidal movements [18]. Further-          et al. [3] distinguish between eye-rooted and hand-rooted
more, both Christakos and Lal [13] and Riviere et al. [54]         techniques.
concluded that the hands move at 8 to 12 Hz oscillations, and
Basmajian and De Luca [6] stated that the oscillation is less      Two eye-rooted ray casting approaches are widely used; the
than 13 Hz. Further, Morrison and Keogh [47] conducted a           eye orientation and the eye position as root of the ray. a) Using
frequency analysis for pointing with the hand and index finger     the eye orientation as a ray cast is refered to as gaze ray cas-
and found dominant frequency peaks between 2 and 4 and bet-        ting [49] and is implemented similar to pointing tasks using
ween 8 and 12 Hz. They also found that oscillations increased      eye-tracking [35]. However, eye orientation ray casting re-
when participants attempted to reduce the tremor by exerting       quires special equipment and extra eye calibration. To avoid
                                                                   extra equipment and calibration, Nickel and Stiefelhagen [49]
greater control over the hand. Hand tremor was already descri-
                                                                   proposed using the orientation of the head; we refer to this
bed as an issue for HCI in an interaction scenario by Olsen and
                                                                   technique as head ray cast (HRC). b) On the other hand are ray
Nielsen [50] while using a laser pointer for selection tasks.
                                                                   casting techniques which use the eye position as root of the
Ocular dominance is known to influence mid-air pointing [29].      ray. The most common technique eye-finger ray cast (EFRC),
Human ocular dominance can tested with, e.g., a test by Mi-        was specified in 1997 by Pierce et al. [52]. However, today
les [43] and by Porta [16]. Plaumann et al. [53] confirmed         EFRC, actually uses the “Cyclops Eye”, which is the position
these results using a high precision motion tracking system.       between the eye, as root [32]. Kranstedt et al. [32] suggest
Further, they concluded that handedness also has an influence      that EFRC is defined by using the cyclops eye as root and the
on how humans point to distant targets.                            index fingertip as the direction.
The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments - Niels Henze
Hand-root methods use the hand as the origin for the ray [45,         a gender-related difference and, for example, recommended
46]. Corradini and Cohen [15] identified index finger ray cast        avoiding gender swapping in VR by using non-realistic or
(IFRC) as the most common hand-rooted method. On the other            androgyny avatars. Furthermore, research comparing input
hand, Nickel and Stiefelhagen [49] purposed and investigated          methods in VR and real world found that VR is still limited.
an elbow-rooted ray casting method. We refer to this method           For example, Knierim et al. [30] compared the typing perfor-
as forearm ray cast (FRC).                                            mance of users in the real and virtual world. Their results
                                                                      show that the typing performance of users in the virtual world
Offset Compensation                                                   is limited and depends on their experience of the users.
Foley et al. [19] found a distance-dependent trend to overreach
targets using pointing with the index finger. This finding was        Summary
confirmed by Mayer et al. [40]. In their work, the authors
                                                                      A substantial body of research has investigated the selection
describe systematic errors of absolute pointing and present
                                                                      of distant targets. Previous work has shown that interaction
a polynomial offset model for compensation. Akkil and Iso-
                                                                      without a controller is hard to implement, however it has also
koski [1] conducted a study to compare different pointing
                                                                      been shown that carrying no controller has its advantages. In
techniques including eye gaze for compensation. Their results
                                                                      this paper, we focus only on absolute mid-air pointing without
indicate that overlaying gaze information on an egocentric
                                                                      using a controller. Mayer et al. [40] presented a systematic
view increases the accuracy and confidence while pointing.
                                                                      offset between the ray cast and the target for the RW. Howe-
On the other hand, Jota et al. [27] recommended using EFRC
                                                                      ver, they have not tested how effective the model is in a real
to reduce the parallax influence.
                                                                      selection task. Further, the model has not been applied to a
Visual Feedback                                                       real selection task, thus the impact on task completion time
Wong and Gutwin [62] investigated different ways to visualize         (TCT) is unknown. Due to the rise of AR and VR availability
the pointing direction for VR. Their results suggest that a red       it also would be interesting to see how the model performs in
line in the pointing direction is optimal for direction visualiza-    different environments.
tion. However, this is hard to realize in the RW. As a second         To address these open questions, we replicate the work by
option Wong and Gutwin [62] propose projecting a cursor on            Mayer et al. and extend it by also determining offset models
the object a user interacts with. In their implementation they        for VR. We then apply the models in a real selection task to
used a red dot as cursor visualization. In an LHRD scenario           ensure the external validity of the developed models. Since
Jiang et al. [26] used a red circle to visualize the cursors’ posi-   previous work did not apply and validate their model, we
tion on a large display. Both “dot” and “circle” visualization        investigate how the model performs in RW and VR regarding
can be realized in the RW using camera projector systems              offset and TCT. Further, as related work suggested using a
as provided by Benko et al. [9] and Gugenheimer et al. [23].          cursor for precise input, we investigate the effect of displaying
Kopper et al. [31] encoded the uncertainty of the position by         a cursor and how a cursor affects offset and TCT.
mapping the amount of jitter to the circle size. Lastly, Nancel
et al. [48] as well as Olsen et al. [50] used a red crosshair
                                                                      DATA COLLECTION STUDY
for their selection task. Furthermore, Cockburn et al. [14]
                                                                      We conducted the first study to record labeled body postures
investigated the effect of selection targets at a distance with
                                                                      while participants performed mid-air pointing gestures. Our
and without visual feedback. They found that visual feedback
                                                                      goal was to compare RW and VR. Thus, participants were as-
improves selection accuracy. However, visual feedback might
                                                                      ked to perform mid-air pointing gestures in both environments.
also influence the immersion in VR as Argelaguet and An-
                                                                      Differences between the two environments would suggest that
dujar [2] showed that tracking technology, latency, and jitter
                                                                      to correct the systematic error, separate models are needed.
influence the overall input performance.
                                                                      As Mayer et al. [40] showed that angular models are sufficient
Limb Visualization                                                    for all pointing distances, we only investigate standing in 2 m
As related work suggests using a finger and the forearm to            distance to the target. Further, as presenting feedback might
indicate directions, it is necessary to visualize the arm and         change the users behavior we did not present any feedback
the hands to make mid-air pointing in VR feasible. Previous           to the user to record natural mid-air pointing gestures. Mo-
work found that the brain is able to accept virtual limbs [17]        reover, to build a precise model we needed to present targets
and bodies [56] as part of the own body. Rendering the own            without an area. This is in line with Mayer et al. [40]. No
body in VR avoids fundamental limitations of human propri-            target area means that the target becomes a single coordinate
oception as the brain encodes limb positions primarily using          on the projection canvas. This allowed us to build a model
vision [21, 22]. However, the illusion of body-ownership is af-       without possible misinterpretation by participants, as pointing
fected by the visual appearance of the avatar. For example, Lin       on a target with an area might convey the message of pointing
and Jörg [33] found that human-like hand models increased             onto the center or somewhere on the target area.
the illusion of body ownership and led to behavioral changes
compared to more abstract representations. Similar findings           Study Design
were presented by Argelaguet et al. [4], who found that the           We used a within-subject design with a single independent
appearance of avatars’ hands in VR influences the user’s sense        variable (IV): E NVIRONMENT. The IV E NVIRONMENT has
of agency. However, the illusion of body ownership increa-            two levels: RealWorld and VirtualReality. We replicated the
ses with human-like virtual hands. Schwind et al. [55] found          setup of Mayer et al. [40], and also used 35 targets in a 7 × 5
The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments - Niels Henze
These measurements also have been used to calculate the
                                                                    perfect ray-casts for all 4 mid-air ray casting techniques:
                                                                     Index finger ray cast (IFRC): Using the finger tip marker
                                                                      plus a user-specific marker placement measurement we cal-
                                                                      culate the true finger tip position. Additionally we used the
                                                                      finger tip markers orientation to determine the direction of
                                                                      the ray.

                                                                     Head ray cast (HRC): We used the Cyclops Eye ray cast
                                                                      as proposed by Kranstedt et al. [32]. Therefore, in the VR
          Figure 1. One participant pointing at a target in RW.
                                                                      condition, we used the HMDs maskers to calculate the posi-
                                                                      tion of the bridge of the nose and its forward direction. On
                                                                      the other hand, in the RW condition, we used a marker on
grid. Participants had to point 6 times on each target per con-       the head of the participant plus head measurements to also
dition resulting in a total of 420 pointing tasks. The order of       determine the bridge of the nose and the forward direction
the targets was randomized while the order of E NVIRONMENT            of the head.
was counter-balanced.
                                                                     Eye-finger ray cast (EFRC): The root for the ray cast, Cy-
Apparatus                                                             clops Eye calculated the same way for the HRC. The finger
As apparatus, we used a PC running Windows 10 connected               tips position was optioned in the same way as for the IFRC
to a projector, a head-mounted display (HMD), and a marker-           and used as the direction vector.
based 6DOF motion capture system namely an OptiTrack
system. As HMD we used an HTC Vive. To guarantee a                   Forearm ray cast (FRC): We calculated the center or the
smoothly running VR experience we used a NVIDIA GeForce               forearm by approximating the forearm with a frustum of a
GTX 1080. The tracking system delivers the absolute position          cone. This was achieved using the position and orientation
of the markers attached to the participant at 30 FPS. We cali-        of the forearm marker plus additional measurements.
brated the system as suggested by the manufacturer resulting in     The 35 presented targets were arranged in a 7 × 5 (column ×
millimeter accuracy. The software to interact with the tracking     row) grid. The targets were either projected on a projection
system provides a full-body tracking by attaching a number          screen (269.4 cm × 136.2 m) or presented in VR on the same
of markers. However, as the software is closed source and           sized the virtual projection screen. The spacing of the target
approximates the position of body parts, especially the finger-     grid was 44.9 cm × 34. cm.
tip, we did not use OptiTrack’s commercial full-body tracking
implementation. Instead, we used 7 rigid bodies to track the        Both VR scene and RW projection were implemented using
body without any approximations. We tracked the head/HMD,           Unity version 5.6. The projector mounted in the study room
both shoulders, the right upper arm, the right lower arm, the       projected the targets rendered in the VR scene to avoid align-
hand root, and the index finger as shown in Figure 2. We used       ments issues. We therefore designed the VR scene to replicate
markers with a diameter of 15.9 mm and 19. mm to ensure a           the real room the participants were standing in, see Figure 3a.
stable tacking. We 3D printed custom mounts1 to determine           To ensure a precise representation of the room in VR we used
the pose of the right arm, the hand, the index finger, and the      a professional laser measurement tool (accuracy ±1.5 mm).
HTC Vive. As depicted in Figure 2 the index finger marker is        We recreated the room in VR to avoid any interference on
wrapped around the finger and the upper as well as the forearm      the pointing performance and to keep the results comparable.
marker are wrapped around the arm.                                  As humans use their hand as a reference point for mid-air
                                                                    pointing, it is important to represent them accurately in VR.
To perfectly represent the participant in VR we took the follo-
wing measurements: We took the precise length of the index
finger, hand, lower and upper arm and measured the diameter
of the finger, hand, wrist, elbow, lower arm, upper arm and
head. Further, we took measurements of both shoulder and eye
position in relation to the reflective shoulder markers. Lastly
we measured the position of the lower and upper arm markers
in relation to the elbow. The tracked positions of the marker
combined with these 14 participant specific measurements ena-
bled us to precisely determine the position and orientation of
the upper body, the arm, and the index finger. We adjusted the
avatar’s dimensions as well as the underlying bone structure
to precisely represent the participant’s real dimensions.

1 3D   models of the custom mounts used in our study: github.com/   Figure 2. The seven rigid body markers used for body tracking in our
interactionlab/htc-vive-marker-mount                                study.
The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments - Niels Henze
sessions each with 105 gestures. Between the sessions, we as-
                                                                       ked them to fill a raw NASA-Task Load Index (raw TLX) [24]
                                                                       to check for fatigue effects. We randomized the target order
                                                                       and counter-balanced the order of E NVIRONMENT.
                                                                       Participants
                                                                       We recruited participants from our university’s volunteer pool.
                                                                       In total, 20 participants took part in the study (4 female, 16
                                                                       male). The age of the participant was between 17 and 30
                                                                       (M = 22.1, SD = 3.1). The body height was between 156 cm
                                                                       and 190 cm (M = 175.2, SD = 9.9). As Plaumann et al. [53]
                                                                       showed a strong influence of handedness we only recruited
                                                                       right-handed participants who had no locomotor coordination
                     (a) Replicated Study Room                         problems. We used the Miles [43] and Porta test [16] to screen
                                                                       participants for eye-dominance. 10 participants had right-eye
                                                                       dominance, 6 had left-eye dominance, and 4 were unclear.

                                                                       Results
                                                                       We collected a total amount of 8, 400 mid-air pointing postures.
                                                                       For all of them, we calculated the following four different
                                                                       ray casting methods (M ETHOD): eye-finger ray cast (EFRC),
      (b) Hand                        (c) Hand and Body
                                                                       index finger ray cast (IFRC), forearm ray cast (FRC), and head
              Figure 3. The VR scene we used in our study.
                                                                       ray cast (HRC).
                                                                       Fatigue effect
                                                                       First, we analyzed the raw TLX score to determine if potential
Therefore, we used the additional 14 participant specific mea-         workload or fatigue effects had to be considered in the further
surements to ensure a precise visualization of the user’s arm          analysis. The mean raw TLX score was M = 35.42 (SD =
and hand. Furthermore, Schwind et al. [55] showed an effect            10.46) after the first, M = 35.38 (SD = 12.31) after the second,
of hand representation on the feeling of eeriness of the partici-      M = 35.46 (SD = 15.37) after the third, and M = 36. (SD =
pants. Thus, we used the same human androgynous hands2 as              16.15) after the last session. We conducted a one-way repeated
these caused the smallest gender-related effect on participants’       measures analysis of variance (RM-ANOVA). As the analysis
acceptance. The hand representation is shown in Figures 3b             did not reveal a significant effect, F3,57 = .047, p = .986, we
and 3c.                                                                assume that the effect of participants’ fatigue or workload was
Procedure                                                              negligible.
We followed the instructions and procedure that Mayer et               Preprocessing
al. [40] used to record their ground truth data. After welco-          To determine the cast rays for each mid-air pointing postures,
ming a participant, we explained the procedure of the study            we used the samples between 100 ms and 900 ms to counteract
and asked them to fill an informed consent as well as a de-            possible hand tremor and possible movements at the beginning
mographic questionnaire. Afterward, we took 14 participant             and end of the pointing phase. We further defined the offset as
specific measurements to have a perfect representation of the          the distance between the position where the ray cast intersects
arm and hand in VR. We asked them to stand at a specific               with the projection screen and the position of the target. We
position in the room (in RW the point was marked on the floor          then filtered the mid-air pointing postures to remove outliers
and in VR the point was indicated by a red dot on the floor, see       using two times the standard deviation as an upper bound.
Figure 3a) which was centered 2 m away from the projection             Related work has shown that the head is the origin of human
screen. From this point, participants were asked to aim at the         pointing. However, the participants were of different sizes so
targets using their dominant hand.                                     to compensate for different heights we aligned the heads of
To compensate for natural hand tremor, described as an is-             the participants to build one universal model.
sue by Olsen and Nielsen [50], participants had to hold the            Accuracy of Ray Casts
pointing position for one second. To ensure this time span,            Table 1 shows the average offsets for E NVIRONMENT and
participants had to click with the non-dominant hand on the            M ETHOD respectively. The average offset is 9.33 cm for
button of a remote control when they started to hold a gesture.        EFRC, 28.09 cm for IFRC, 65. cm for FRC and 42.46 cm for
The target disappeared after one second. We instructed the par-        HRC. We performed four one-way RM-ANOVAs to determine
ticipant to point as they would naturally do in other situations.      if the variance within one ray casting method is different in the
We intentionally did not restrict participants body pose to re-        RealWorld compared to the VirtualReality. We found a statisti-
cord a range of pointing postures. In total the participates had       cally significant difference for EFRC, F1,19 = 5.845, p = .026,
to perform 420 mid-air pointing gestures. We split these into 4        FRC, F1,19 = 33.13, p < .001, and HRC, F1,19 = 31.48,
2 Source   for human androgynous hands we used in out study: github.   p < .001. However, we found no statistically significant diffe-
com/valentin-schwind/selfpresence                                      rence for IFRC, F1,19 = .447, p = .512.
The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments - Niels Henze
2                                                     2                                                     2                                                       2
y in m

                                                      y in m

                                                                                                            y in m

                                                                                                                                                                    y in m
         1                                                     1                                                     1                                                       1

                    Target                                                Target                                               Target                                                Target
                    VR                                                    VR                                                   VR                                                    VR
                    RW                                                    RW                                                   RW                                                    RW
             0               1        2      3        4            0               1      2       3         4            0              1          2          3     4            0            1      2       3           4
                                   x in m                                              x in m                                                   x in m                                            x in m
             (a) Eye-finger ray cast (EFRC)                    (b) Index finger ray cast (IFRC)                              (c) Forearm ray cast (FRC)                              (d) Head ray cast (HRC)
                                                                       Figure 4. The average offset for each of the four ray cast techniques.

                                                                                                      EFRC                                  IFRC                        FRC                                HRC
                                     E NVIRONMENT                                               M            SD                         M                SD       M                   SD           M             SD
         Distance RealWorld                                                                     10.21           5.56                    29.14            19.24    60.34              20.16        47.15          23.71
         Distance VirtualReality                                                                 8.45           4.54                    27.03            18.95    69.66              25.42        37.77          19.19
         Distance after correction RealWorld                                                     8.02           4.54                    15.17             9.15    27.01              12.36        46.96          23.71
         Distance after correction VirtualReality                                                8.41           4.56                    12.90             7.94    30.18              13.83        37.81          19.26
                                                    Table 1. Overall offsets between interact and target. Distance are reported in cm.

  Modeling                                                                                                                   Model Discussion
  As Mayer et al. [40] we built models to compensate the sys-                                                                We found statistically significant differences between Real-
  tematic error. Therefore we first define α pitch as the vertical                                                           World and VirtualReality for EFRC, FRC, and HRC but not
  deviation angle and αyaw as the horizontal deviation angle                                                                 for IFRC. We assume this is due to the limited field of view
  each between the ray cast and the body. Further ∆ pitch and                                                                (FoV) of the HMD. As depicted in Figure 4d VR caused more
  ∆yaw are the two correction angles respectively.                                                                           head movement than RW. More head movements reduce the
                                                                                                                             offset between head ray and actual target, resulting in a lower
 We used the following four functions also used by Mayer et                                                                  HRC offset for VR. Furthermore, this also reduces the offset
 al. [40]. The first function f1 (αω ) is a one-dimensional second
                                                                                                                             for EFRC as here the head is used to calculate the cyclops eye
 degree polynomial function (parabola) to predict the correction
                                                                                                                             for the ray. The already reduced offset limits the possibility
 ∆ω . For ω we use pitch or yaw to predict ∆ pitch and ∆yaw . For
                                                                                                                             for an offset correction. Thus we only achieved a reduction of
 the rest of the models, we are using α pitch and αyaw to predict
                                                                                                                             .5% for the VR EFRC model.
 ∆ω . The functions f2 (α pitch , αyaw ) and f3 (α pitch , αyaw ) are
 complete two-dimensional polynomial functions, where f2 is                                                                  As our new model fits best using a two-dimensional polyno-
 of degree 1 and f3 of degree 2. The function f4 (α pitch , αyaw )                                                           mial and fits the best for offset correction for the RW, we
 is the function which performed best for Mayer et al. [40] to                                                               confirmed the offset correction model presented by Mayer et
 compensate the offset:                                                                                                      al. [40] in the RW. We also showed that the same polynomial
                                                                                                                             also reduced the offset the best for VR even though we found
                 f4 (α p , αy ) = x14 α p4 + x13 αy4 + x12 α p3 αy + x11 α p αy3 +                                           a significant difference between RealWorld and VirtualReality.
                       x10 α p3 + x9 αy3 + x8 α p2 αy2 + x7 α p2 αy + x6 α p αy2 +                                           However, we could not confirm that IFRC outperforms EFRC
                                                                                                                             the remaining error after correction for RW. We found that the
                                 x5 α p2 + x4 αy2 + x3 α p αy + x2 α p + x1 αy + x0                   (1)                    offset for IFRC is 89.2 % larger than EFRC while Mayer et
                                                                                                                             al. [40] found that EFRC is 4.9 % larger than IFRC (for 2 m
 While x0 to x14 are the 15 parameters to fit. We used a nonli-                                                              standing). However, before correction, they also reported that
 near least-squares solver to fit out data.                                                                                  EFRC outperforms IFRC.
 Since we found that three ray cast M ETHODS are significantly                                                               Overall Mayer et al. [40] reported errors before correction 4.8
 different for RealWorld and VirtualReality, we fit models inde-                                                             times larger for EFRC, 1.9 for IFRC and 3.7 for FRC than the
 pendently for each E NVIRONMENT. For a first evaluation of                                                                  errors of the presented study. We believe this is due to their
 the models, we used leave-one-out cross-validation (LOOCV).                                                                 different tracking method. While Mayer et al. used one marker
 We found that f4 performed best with an overall correction                                                                  for each position and a post process labeling step, we used
 of 29.3%. We achieved the best correction with FRC (55.9%)                                                                  at least three markers per position of interest (e.g. fingertip).
 than IFRC with 50.1% then EFRC with 10.9% then HRC with                                                                     This enabled us to monitor participants’ movements in real
 .2%. However, the remaining offset was the smallest with                                                                    time which was necessary for the VR visualization, and also
 EFRC (8.2 cm) then IFRC with 14. cm then FRC with 28.6 cm                                                                   contributed towards a more stable and precise tracking.
 and the biggest when using HRC with a remaining error of
 42.3 cm. The average improvement results using LOOCV are                                                                    While the offsets reported by Mayer et al. [40] are larger than
 reported in Table 1.                                                                                                        the offsets we found, the overall direction is the same. They
The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments - Niels Henze
reported that the intersect is shifted to the upper left for IFRC
and FRC while EFRC is shifted to the lower right. As depicted
in Figure 5 we can confirm these findings for VR as well as
RW. As we also investigated HRC here, we see a different
trend. The offsets are shifted towards the center of the grid.
Our HRC method is only derived from the head movement.
Thus the eye movements are neglected in our implementation.
The difference of the eye ray and the head ray could explain
the effect of a shift towards the center as participants always
focus on the target with their eyes. This can be confirmed
with findings from the field of neurophysiology which studied
the coordination of eye, head, and body movements in detail.                                (a) The RW scene.
Here, John S. Stahl [58] found that “head movements are
orchestrated to control eye eccentricity”. Further, Freedman
and Sparks [20] found that humans even rotate their head to
focus on the target while at the same time minimizing the
effort put on ocular muscles. However, another factor could
again be the limited FoV of the HMD.

EVALUATION
To validate the developed models and investigate the effect
on users’ performance we conducted a second study. As eye-
finger ray cast (EFRC) resulted in the lowest offset, we tested
the effect offset correction on participants’ performance using                              (b) The VR scene.
EFRC. We were interested in testing the models in the real          Figure 5. The RW and VR scenes used in our evaluation study while the
                                                                    green cursor is visible.
world as well as in VR. In contrast to our first study, we also
investigated how the model performs when visual feedback is
presented to the participant. Again we used targets without
a target size to evaluate the models’ performance. We used          Procedure
E NVIRONMENT (with levels RealWorld and VirtualWorld),              After welcoming a participant, we explained the procedure of
C ORRECTION (Yes and No), and C URSOR (Yes and No) as IVs.          the study and asked him/her to fill an informed consent as well
As dependent variables (DVs) we measured pointing precision,        as a demographic questionnaire. Afterward, we took 14 mea-
the TCT, and again used raw TLX questionnaires. We use the          surements of the participant to have a perfect representation in
distance between a target’s center and the intersection of the      VR. Participants had to press the button of a remote control
ray cast with the projection screen as accuracy. TCT is the         with their non-dominant hand when they were confident that
time between the appearance of the target and the selection by      they wanted to continue with the next target. However, after
the participants, as confirmed by a button on a remote control      the button press, we implemented a random .5 sec to 1. sec
pressed with the non-dominant hand.                                 delay to ensure that participants did not move their arm before
                                                                    the next target appeared, to counteract possible false starts. As
Study Design                                                        in the first study, we asked participants to stand at a specific
We employed a 2 × 2 × 2 factorial design for the second             position in the room centered 2 m away from the projection
study. However, the conditions No C URSOR with or without           screen and point at the targets using their dominant hand. We
correction were the same for the participant for both Real-         further instructed them to point as they would naturally do in
World and VirtualWorld, so the correction could not be noticed      other situations, but as quickly and accurately as possible. We
by the participant during the study. Therefore we were able         intentionally did not restrict their body pose to record a range
to reduce the number of conditions to 6 while internally ap-        of pointing postures. After each condition we let participants
plying the correction or not to get all 8 conditions. With 2        fill a raw TLX questionnaire. All targets were randomized.
repetitions per condition, we managed to keep the trials ma-        C ORRECTION and C URSOR were randomized within E NVI -
nageable for the participant and the time reasonable. Thus          RONMENT while E NVIRONMENT was counter-balanced.
we had 6 conditions × 35 targets × 2 respiration = 420 trails,
which the participants completed in approximately one hour.         Participants
                                                                    We recruited new participants from our university’s self-
Apparatus                                                           volunteer pool. In total, 16 participants took part in the study
The overall setup was the same as in the first study. We            (1 female, 15 male), aged between 19 and 26 (M = 22.7,
used the same tracking system, optical markers, 35 targets,         SD = 1.8). The body height was between 156 cm and 181 cm
HMD, projector, and software. However, the Unity scene was          (M = 170.4, SD = 7.1). All of them were right-handed, and
adjusted to support our model if needed as well to support the      none had locomotor coordination problems. We again used
visual feedback C URSOR. The visual feedback C URSOR was            the Miles [43] and Porta test [16] to screen participants for
represented by a green crosshair as suggested by Olsen and          eye-dominance. Ten had right-eye dominance, 1 left-eye do-
Nielsen [50].                                                       minance, and 5 were unclear.
16                                                              or C URSOR × E NVIRONMENT, F1,15 = 3.79, p = .070. Ho-
                                                                  No Correction
                        14                                        Correction            wever, there was a significant interaction between C OR -
                                                                                        RECTION × C URSOR , F1,15 = 4.592, p = .048, but not bet-
                        12
Remaining offset (cm)

                                                                                        ween C ORRECTION × C URSOR × E NVIRONMENT, F1,15 =
                        10                                                              2.03, p = .175. In summary, using the correction models sig-
                        8                                                               nificantly increases participants’ pointing accuracy in the real
                                                                                        and in the virtual world. However, the accuracy depends on
                        6                                                               using a cursor, see Figure 6 and Table 3.
                        4                                                               In the following we will estimate target sizes to fit at least 90%
                        2                                                               of the mid-air pointing actions for all conditions independently.
                                                                                        For simplicity we only fit a squared target shape. For No-
                        0
                              RW               VR      RW             VR                Cursor in RW the sides of the target need to be 17.6 cm wide,
                                   No Cursor                Cursor                      in VR 18.8 cm and with Cursor for RW and VR respectively
Figure 6.                    Remaining offset between interact and target for C OR -    4.1 cm and 4.5 cm. With correction the size for the four squared
 RECTION × C URSOR × E NVIRONMENT .                                                     targets could be respectively 6.9 %, 11.6 %, 6.5 %, and 8.9 %
                                                                                        smaller and still fit 90 % of the pointing actions. The estimated
Results
                                                                                        target sizes are optimal for a target in 2 m distance from the
                                                                                        human.
In the following, we present the results of our correction mo-
dels applied on eye-finger ray cast (EFRC) for RealWorld and                            Task completion time (TCT)
VirtualWorld. We conducted a three-way RM-ANOVA with                                    We found no significant effects of C ORRECTION, F1,15 =
the independent within-subject variables C URSOR (with the                              .158, p = .697, or E NVIRONMENT, F1,15 = .004, p = .956 on
levels Yes and No) vs. C ORRECTION (Yes and No) vs. E NVI -                             the TCT. However, there was a significant effect of C URSOR,
RONMENT (RealWorld and VirtualWorld). Since all factors                                 F1,15 = 7.834, p = .013 on TCT. Furthermore, we found signi-
had only two levels, no pairwise post-hoc comparisons were                              ficant interaction effects between C URSOR × E NVIRONMENT,
conducted. We used the distance between the ray cast using                              F1,15 = 15.61, p < .001. No interaction effects were found
eye-finger ray cast (EFRC) and the target as accuracy me-                               between C ORRECTION × C URSOR, F1,15 = .067, p = .799,
asure and TCT as an indicator of the participants’ pointing                             between C ORRECTION × E NVIRONMENT, F1,15 = 1.291, p =
performance.                                                                            .274, or C ORRECTION × C URSOR × E NVIRONMENT, F1,15 =
Fatigue effect                                                                          1.163, p = .298. Since the participants received no feedback
First, we again analyzed the raw NASA-Task Load Index                                   about their accuracy when using the correction models, the
(raw TLX) score to determine if potential workload or fatigue                           correction model did not affect the TCT in the real as well as
effects had to be considered in the further analysis. The mean                          in the virtual environment. However, presenting a cursor in-
raw TLX score was M = 36.25 (SD = 11.37) after the first,                               creased the time for pointing since the participants used more
M = 38.28 (SD = 13.46) after the second, M = 39.84 (SD =                                time to adjust, see Table 2.
15.10) after the third, M = 37.81 (SD = 16.32) after the fourth,
M = 39.74 (SD = 15.73) after the fifth, M = 37.76 (SD =                                 Discussion
17.68) after the last session. We conducted a one-way RM-                               In our second study, we investigated the effect of the develo-
ANOVA. As the analysis did not reveal a significant effect,                             ped models in a real-time setup. As we validated the models
F5,15 = .654, p = .659, we again assume that the effect of                              for all ray casting techniques only using LOOCV, our eva-
participants’ fatigue or workload was negligible.                                       luation study ensured the external validity of the presented
                                                                                        models by inviting 16 new participants. We investigated par-
Accuracy                                                                                ticipants’ performance with and without correction models
We found a significant effect of C ORRECTION, F1,15 =                                   (C ORRECTION) as well as the effect of displaying a cursor
5.321, p = .027, C URSOR, F1,15 = 131.9, p < .001, and E NVI -                          as pointing indicator on our model (C URSOR). The effect of
RONMENT, F1,15 = 1.3, p = .027 on the participants’ pointing                            model and cursor were tested for both real and virtual environ-
accuracy. There were no significant interaction effects bet-                            ments (E NVIRONMENT). As also found in the first study, we
ween C ORRECTION × E NVIRONMENT, F1,15 = .983, p = .36                                  found statistically significant differences between RealWorld

                                                     No Cursor        With Cursor                                             No Cursor        With Cursor
                                      Correction      M      SD        M          SD                         Correction        M       SD       M        SD
           RealWorld                  False         1.48     .43      1.83        .43    RealWorld           False            7.08    3.26     1.14      .89
           RealWorld                  True          1.48     .43      1.89        .73    RealWorld           True             5.92    3.29     1.13      .96
           VirtualWorld               False         1.64     .61      1.76        .56    VirtualWorld        False            6.37    3.42     1.30      .85
           VirtualWorld               True          1.64     .61      1.67        .45    VirtualWorld        True             5.76    3.26     1.20      .76
Table 2. Overall TCT to select a the target. TCTs are reported in se-                   Table 3. Remaining offset interact and target. Distances are reported in
conds.                                                                                  cm.
and VirtualReality. This supports our choice of building inde-       As the pointing accuracy may be affected by the HMD we
pendent models for RealWorld and VirtualReality, as we found         envision as next step a study using HMDs with a variety of
no significant effect of raw TLX over time. Thus, we again           FoVs to understand the impact of a limited FoV. In the presen-
assume that the effect of participants’ fatigue or workload was      ted paper we investigated real-world (RW) and virtual reality
negligible.                                                          (VR) which are representing the edges of the Milgram conti-
                                                                     nuum [44], in the next steps, we will also investigate pointing
Our analysis revealed that the offset between the eye-finger         in augmented reality (AR) and mixed reality.
ray cast and the target can be significantly decreased in real
and virtual environments when using the proposed models.
                                                                     FUTURE WORK
While the models overall improvement without a cursor was
13.1 %, the improvement for VirtualReality was 9.5 % and             In comparison to Mayer et al. [40] we used a marker set
for RealWorld 16.3 %. However, the accuracy depends on               which allowed us to online track the limbs of the participant.
whether a cursor was displayed or not. With a cursor, the            We expect that this also contributes towards a more stable
average improvement was 4.5 %. The interaction effect of             and precise tracking. In the future the potential influence of
C ORRECTION and C URSOR on the accuracy can be explained             the marker placement should be investigated to determine a
by a realignment of the user’s arm while presenting visual           universal marker placement. This would contribute towards
feedback (the cursor) and applying the correcting models. The        models which could be applied by everyone who follows the
increased precision is marginally compensated by the user            marker placement conventions. This is especially important
while moving the arm to the target. This is the case in both         when future technologies are used for tracking the user without
environments, which is supported by the lacking significant          attaching markers but retaining the same precision. On the
effect of the three-way interaction between C ORRECTION,             other hand, this would be also important if the model is applied
C URSOR, and E NVIRONMENT.                                           to already existing less precise tracking technologies like the
                                                                     Microsoft Kinect skeleton tracking.
While the accuracy clearly increased when using a cursor
which is in line with Cockburn et al. [14], analysis of the          In both studies the target had no actual size. This was done to
TCT revealed that the cursor also increased the time to select       build a precise model where there was no room left for the par-
a target. However, C ORRECTION and E NVIRONMENT did                  ticipant to interpret the actual target position. We estimate that
not significantly affect the TCT. Furthermore, the interaction       the target size can on average be 8.5 % smaller when applying
effect of C URSOR and E NVIRONMENT on the TCT was sig-               our new correction models. Future work should investigate
nificant. Having a cursor in the real world is potentially less      how a target size influences the models’ performance.
relevant than having a cursor in VR. We assume that this is          Incorporating the findings by Plaumann et al. [53] could result
caused by novelty effects and the users’ higher attention to the     in more accurate models and improve pointing accuracy. Ho-
task while being in VR. The second study shows that the de-          wever, today we cannot determine eye and ocular dominance
veloped models have a positive effect on the mid-air pointing        of a user by just observing the user’s behavior. Hence, incorpo-
accuracy without a negative effect on the time to select a target.   rating eye and ocular dominance would result in user depended
While displaying a cursor also had a positive effect on pointing     models and limit the use cases, e.g. these user-dependent mo-
accuracy, the it also increases the TCT. We, therefore, present      dels are not useful for public display scenarios.
the following design considerations for mid-air pointing in
both real and virtual environments:                                  ACKNOWLEDGEMENTS
1. Always apply the model to correct systematic mid-air poin-        This work was financially supported by the German Research
   ting error.                                                       Foundation (DFG) within Cluster of Excellence in Simulation
                                                                     Technology (EXC 310/2) at the University of Stuttgart and
2. For high precise mid-air selection, a cursor should additio-      through project C04 of SFB/Transregio 161.
   nally be displayed.
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